#pragma once

#include "Texture/Texture2D.h"

//if asset's type is EAssetType::Editable, it may have thumbnail
struct SAssetThumbnail
{

    //nessary data for create thumbnail
    //you cant create  thumbnail directly when parse asset head
    //because RObject must create in main thread.
    //create info will be cleared after create thumbnail
    TOptional<RTexture2D::STexture2DCreateInfo> ThumbnailCreateInfo;




    //thumbnail of the asset. might be null even asset have thumbnail
    //if this is null, you need use create info to create thumbnail
    TSharedObjectPtr<RTexture2D> Thumbnail;

};